Grapple rules?

By JonofPDX, in Genesys

Hey guys.

Had a question come up at the table last night regarding how grappling would work and couldn't find an answer in the book.

I see on page 67 where it says that it would be some form of brawl check, but it doesn't seem to give any specifics anywhere that I can see about how that would work. Unless I'm blind, which is very possible.

I ended up just having the PC, as an action, do an opposed Brawl check vs the opponent's Brawl, Athletics or Coordination (whichever was higher) with the consequence that a successfully grappled (N)PC could not use maneuvers or actions where they would need full movement until they spent an action to do another opposed test to escape (Again, Brawl, Athletics or Coordination vs the grappler's Brawl).

This worked out okay but was wondering if anyone knows where the actual rules are for grapple, if there are any?

What you did was definitely fine, you kept the game moving and it works just fine. An alternative way to look at it is as a way to spend Advantage or Triumph on a normal brawl check. Combat is typically not opposed as it can make things slow down too much. So just letting a character spend 3 Advantage or a Triumph to immobilise an opponent with Brawl should be fine too.

13 hours ago, Richardbuxton said:

What you did was definitely fine, you kept the game moving and it works just fine. An alternative way to look at it is as a way to spend Advantage or Triumph on a normal brawl check. Combat is typically not opposed as it can make things slow down too much. So just letting a character spend 3 Advantage or a Triumph to immobilise an opponent with Brawl should be fine too.

Thanks for the suggestion :)

I like that as it works within the existing system framework for structured combat encounters. Basically just giving brawl attacks Ensnare 1. Might modify it so the target can break free based on Athletics, Brawl or Coordination, though. That might be too broad, though, especially as I already split Brawl into Brawl (Br) and Brawl (Ag) to differentiate, say, Bruisers from Ninjas.

I would suggest adding talents that expand options for more advanced grappling. For example, you could have a tier 2/3 ranked talent that allows the character to suffer a number of strain no greater than ranks to add Ensnare of an equal value for a Brawl check.

Realms of Terrinoth has a Grapple talent - Tier 2.

Spend 2 strain and engaged opponents require 2 maneuvers to disengage.

13 minutes ago, GM Hooly said:

Realms of Terrinoth has a Grapple talent - Tier 2.

Spend 2 strain and engaged opponents require 2 maneuvers to disengage.

I was hoping for some more Grapple / Melee talents. I MAY have a player who has the idea of playing a Professional Wrestler joining...

That talent was in a specialization tree in Star Wars doing the same thing. I would just have your player make a Brawl (Brawn) check at Average difficulty per the rules for a melee attack. Instead of damaging the target, allow the character to pin their target or immobilize the target or some other wrestling move. And like was suggested above, maybe a triumph or 3 advantage will have the same effect instead of not doing damage.

Opposed Brawn checks or Brawn vs Coordination to escape the grapple would be perfect too. Opposed Brawl (Brawn) checks would be perfect as well. Or they have to succeed on a Brawl (Brawn) check to break the grapple or reverse it or something. I find two instances of "Grapple" in the Corebook ... one is in the Brawl skill and the other is being used in a completely different context. =)

So, pretty freeform to me. Do what will be the most fun for your table and enjoy!

Z

Rules for grappling are left for the GM to decide on.

3 advantage to give your attack the ensnare quality would work.